/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineBlueprintLibrary.h
Scan the provided sequence in the job to see which camera cut sections we would try to render and update the job's shotlist.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Movie Render Pipeline") static void UpdateJobShotListFromSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob, bool & bShotsChanged )